protonscr

Secondary override?

dxvkclosed question
doitsujin/dxvk#1443 · opened 2020-02-14 by shmerl · updated 2020-02-14 · 4 comments · github
Sshmerl 2020-02-14 github

Is there some ability to enable dxvk that's a secondary override after first level d3d override?

What I mean is some scenario like Gun with widescreen fix, which is essentially a custom hook-like d3d9.dll that modifies game resolution related calls in a way that makes it compatible with modern displays.

For that, d3d9.dll should be set to native override (while the hook dll is placed in the game directory). But that precludes using dxvk as d3d backend since it also requires an override. Is there some way to combine that?

Mmisyltoad 2020-02-14 github

Doing so is not possible on our end given we're the actual implementation.

On Windows, you can get away with replacing Windows' d3d9.dlls in System32/SysWOW64 to get around this.

There might be some Wine magic you can do but I am not entirely sure what would be needed for that.

Mmisyltoad 2020-02-14 github

I think all you should need to do is put the widescreen fix in the game's binary folder and install DXVK (ie. like the install script) to your prefix's System32/SysWOW64 and set the dll override to native.

I figured you have probably already tried that though, but I'm pretty sure that works with apitrace + dxvk...

Sshmerl 2020-02-14 github

For some reason I thought that could be a problem. Let me double check.

Sshmerl 2020-02-14 github

Yep, it worked, thanks! Not sure now why I thought that wasn't usable. Closing.

DLLs